Rest of raymath.
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284
API.md
284
API.md
@@ -373,6 +373,10 @@ BLUE
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PI
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DEG2RAD
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RAD2DEG
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## Globals - GuiControlState
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GUI_STATE_NORMAL
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@@ -3681,10 +3685,66 @@ Set volume for music ( 1.0 is max level )
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---
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## Math - Utils
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---
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> result = RL_Clamp( float value, float min, float max )
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Clamp float value
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- Failure return false
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- Success return float
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---
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> result = RL_Lerp( float start, float end, float amount )
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Calculate linear interpolation between two floats
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- Failure return false
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- Success return float
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---
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> result = RL_Normalize( float value, float start, float end )
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Normalize input value within input range
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- Failure return false
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- Success return float
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---
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> result = RL_Remap( float value, float inputStart, float inputEnd, float outputStart, float outputEnd )
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Remap input value within input range to output range
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- Failure return false
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- Success return float
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---
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## Math - Vector2
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---
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> result = RL_Vector2Zero()
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Vector with components value 0.0f
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- Success return Vector2
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---
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> result = RL_Vector2One()
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Vector with components value 1.0f
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- Success return Vector2
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---
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> result = RL_Vector2Add( Vector2 v1, Vector2 v2 )
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Add two vectors (v1 + v2)
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@@ -3694,6 +3754,15 @@ Add two vectors (v1 + v2)
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---
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> result = RL_Vector2AddValue( Vector2 v, float add )
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Add vector and float value
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2Subtract( Vector2 v1, Vector2 v2 )
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Subtract two vectors (v1 - v2)
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@@ -3703,16 +3772,16 @@ Subtract two vectors (v1 - v2)
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---
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> result = RL_Vector2Multiply( Vector2 v1, Vector2 v2 )
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> result = RL_Vector2SubtractValue( Vector2 v, float sub )
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Multiply vector by vector
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Subtract vector by float value
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2Length( vector2 vector )
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> result = RL_Vector2Length( vector2 v )
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Calculate vector length
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@@ -3721,6 +3790,15 @@ Calculate vector length
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---
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> result = RL_Vector2LengthSqr( vector2 v )
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Calculate vector square length
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- Failure return false
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- Success return float
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---
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> result = RL_Vector2DotProduct( Vector2 v1, Vector2 v2 )
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Calculate two vectors dot product
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@@ -3748,6 +3826,42 @@ Calculate angle from two vectors
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---
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> result = RL_Vector2Scale( Vector2 v, float scale )
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Scale vector ( multiply by value )
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2Multiply( Vector2 v1, Vector2 v2 )
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Multiply vector by vector
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2Negate( Vector2 v )
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Negate vector
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2Divide( Vector2 v1, Vector2 v2 )
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Divide vector by vector
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2Normalize( Vector2 v )
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Normalize provided vector
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@@ -3797,7 +3911,23 @@ Move Vector towards target
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---
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> result = RL_Vector3CrossProduct( Vector3 v1, Vector3 v2 )
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> result = RL_Vector3Zero()
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Vector with components value 0.0f
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- Success return Vector3
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---
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> result = RL_Vector3One()
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Vector with components value 1.0f
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- Success return Vector3
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---
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> result = RL_Vector3Add( Vector3 v1, Vector3 v2 )
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Add two vectors
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@@ -3806,6 +3936,15 @@ Add two vectors
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---
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> result = RL_Vector3AddValue( Vector3 v, float add )
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Add vector and float value
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Subtract( Vector3 v1, Vector3 v2 )
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Subtract two vectors
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@@ -3815,6 +3954,24 @@ Subtract two vectors
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---
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> result = RL_Vector3SubtractValue( Vector3 v, float sub )
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Subtract vector by float value
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Scale( Vector3 v, float scalar )
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Multiply vector by scalar
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Multiply( Vector3 v1, Vector3 v2 )
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Multiply vector by vector
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@@ -3878,6 +4035,33 @@ Calculate distance between two vectors
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---
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> result = RL_Vector3Angle( Vector3 v1, Vector3 v2 )
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Calculate angle between two vectors
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- Failure return false
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- Success return float
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---
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> result = RL_Vector3Negate( Vector3 v )
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Negate provided vector ( invert direction )
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Divide( Vector3 v1, Vector3 v2 )
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Divide vector by vector
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Normalize( Vector3 v )
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Normalize provided vector
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@@ -3933,6 +4117,44 @@ Calculate reflected vector to normal
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---
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> result = RL_Vector3Min( Vector3 v1, Vector3 v2 )
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Get min value for each pair of components
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Max( Vector3 v1, Vector3 v2 )
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Get max value for each pair of components
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Barycenter( Vector3 p, Vector3 a, Vector3 b, Vector3 c )
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Compute barycenter coordinates ( u, v, w ) for point p with respect to triangle ( a, b, c )
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NOTE: Assumes P is on the plane of the triangle
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Unproject( Vector3 source, Matrix projection, Matrix view )
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Projects a Vector3 from screen space into object space
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NOTE: We are avoiding calling other raymath functions despite available
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- Failure return false
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- Success return Vector3
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---
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## Math - Matrix
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---
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@@ -3946,6 +4168,15 @@ Compute matrix determinant
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---
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> result = RL_MatrixTrace( Matrix mat )
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Get the trace of the matrix ( sum of the values along the diagonal )
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- Failure return false
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- Success return float
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---
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> result = RL_MatrixTranspose( Matrix mat )
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Transposes provided matrix
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@@ -4026,6 +4257,51 @@ Create rotation matrix from axis and angle. NOTE: Angle should be provided in ra
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---
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> result = RL_MatrixRotateX( float angle )
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Get x-rotation matrix ( angle in radians )
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- Failure return false
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- Success return Matrix
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---
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> result = RL_MatrixRotateY( float angle )
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Get y-rotation matrix ( angle in radians )
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- Failure return false
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- Success return Matrix
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---
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> result = RL_MatrixRotateZ( float angle )
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Get z-rotation matrix ( angle in radians )
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- Failure return false
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- Success return Matrix
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---
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> result = RL_MatrixRotateXYZ( Vector3 angle )
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Get xyz-rotation matrix ( angles in radians )
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- Failure return false
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- Success return Matrix
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---
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> result = RL_MatrixRotateZYX( Vector3 angle )
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Get zyx-rotation matrix ( angles in radians )
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- Failure return false
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- Success return Matrix
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---
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> result = RL_MatrixScale( Vector3 scale )
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Get scaling matrix
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